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Posts by Smanbg
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To keep it alive—here is a video of the lights from about a month ago, when I last visited this project:
External Video www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.I am content with the amount of lighting, though minimal, and I will be revisiting those rear ions at some point
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First time booting up ZMOD in probably nearly a year. Decided to revisit an old project, which I'll probably end up releasing in the Filebase:
The Taurus is almost wrapped up, and, though uncertain at the time of creating this topic—I'll probably throw a 16/18 FPIU and a CVPI into the mix.
Feedback is more than welcome as, although getting back into it has been going smooth so far (I guess it's like riding a bike—muscle memory just kicks in), I am especially prone to mistakes, so feel free to point those out.
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does anyone know his discord
Matthew Peralta#9519 (414877089313849344)
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Absolute unit!
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The following tutorial should be able to answer all of your questions:
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I'm looking for a decent Chevy Caprice DEV model 2013 and newer. If anybody finds a good one, can they provide a link please?
Thanks
Kane104's - $100.00 USD non-commercial, $150.00 USD commercial. Contact Cartres#3071 on Discord.
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if I
if I move it into headlight, will it make the headlight red?
Sorry, I mistyped. Just move it into the taillight itself.*
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The blurred emissive is the taillight dummy, which emits the lights for the taillights.
You could just move it into the headlight and make any edits to it via the carcols if necessary.
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The model does not have any LODs, which is what is causing the issue.
There are two possible solutions to this, one of them is lazy and sloppy, the other one is tedious (and still kind of sloppy).
Solution 1 - increase the L0 distance to the maximum from the vehicles.meta. May cause performance issues and isn't the proper way to address it anyhow, because clients will render the model for miles.
Solution 2 - Go through parts one by one. For instance, we'll take the boot. Uncompound the boot, make 2-3 copies of the L0 (uncompounded part, not the dummy). Hide the L0 and begin making LODs for the part.
I personally use the polygon mesh optimization tool (available in the submesh toolbar) at 75 percent, if you use it, click on the L1 once, the L2 twice, and the L3 three times. The tool merges polygons for you, thus lowering the amount used (on the part). Sometimes that creates holes as it tries to merge two polygons that aren't proportionate to each other, but IMO it doesn't matter, given that people can't see it from distance anyways.
After done with all of that, just compound the part again. Boot dummy as default, the initial part itself as L0, and the rest as L1, L2, L3.
There is a thorough guide for LODs under the guides section here, which explains things more thoroughly. It also includes a section about polygon welding, which might allow you to control the quality of the LODs and merge polygons properly, but I personally use Solution 2. While sloppy, it's fast, and it works (reasonably).
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This is an interesting tool.
I'd recommend using paint.net as it's more convenient for texture editing. You should export as .png or .dds, and I'd recommend keeping the initial texture compression (as it was originally).
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Editing the texture in photoshop (or any other photo editing software) would definitely address the issue.
Another thing to consider is texture compression and mipmaps, as they could also cause weird issues. There are guides available under the guides tab here, I recommend taking a gander.
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I recommend thoroughly watching this tutorial to better understand the way UV Mapping/making a template works.
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This tutorial should help you fix the issue:
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I don't know what I did but for some reason every time I export the vehicle, it gives me a 0kb file.
I'm choosing the same name to export it as the name of the file.
I don't know what I did....
I can't believe this... everything was working fine.
Just can't seem to export the model....
Usually, when an export is unsuccessful there should be an error message in the message box under the windows.
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Oooooh, had no idea there was an 'unused materials' in the Materials Browser.
Duh... Thanks so much!!!
And what are these checkered files? (see screenshot below)
Do I need to do anything with these checkered materials? Or just delete them? (they're not showing up under unused materials and unused textures.)
The checkered textures are missing textures. You can replace them for the sake of presentability inside of ZMOD, but given that they are vehshare (generic GTA) textures, it would not be an issue in-game.
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You can check out your missing textures tab, which is going to tell you what textures are missing/corrupted.
Clicking on the unused textures is going to tell you which textures are not used by a material. I recommend going into the material browser and deleting all of your unused materials (same way) first, and then deleting your unused textures.
In reality, it doesn't really matter, as soon as the textures are not embedded and as soon as you don't put the useless textures in the .ytd. As far as them being in ZMOD, that just increases the file size of the .z3d.
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What's the size of the .yfts and the .ytd?
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This is beautiful. God bless you